Archviz Cliffs Floor Giants Ground Hexagons Path — Seamless PBR Texture free download

. Formats: PNG . Free for personal & commercial use.

Preview — Archviz Cliffs Floor Giants Ground Hexagons Path — Seamless PBR Texture

IDarchviz-cliffs-floor-giants-ground-hexagons-path
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Cliffs Floor Giants Ground Hexagons Path seamless PBR texture is meticulously designed to replicate the natural ruggedness and geological complexity of cliff floor stone surfaces. Its base substrate emulates weathered sedimentary rock composed primarily of densely packed mineral grains that form a durable yet slightly porous stone substance. These grains shaped and bound by long-term geological processes exhibit subtle variations in texture and porosity caused by ongoing weathering and erosion. The surface finish is matte with a softly rough tactile quality that reflects the natural abrasion and mineral deposits typically found on exposed cliff faces and rocky pathways. The color palette includes earthy tones derived from layered iron oxide pigments and other mineral inclusions—ranging from muted grays and browns to soft ochres—creating a highly realistic and organic appearance that enhances architectural visualization and game environment authenticity.

The texture’s intricate pattern features giant hexagonal rock formations reminiscent of basalt columns adding a striking visual element that reinforces its geological inspiration. Across all essential PBR maps available at resolutions up to 8K this material faithfully conveys the stone’s complex composition. The BaseColor (Albedo) map captures nuanced color variations and subtle pigmentation changes due to mineral impurities and weathering effects. The Normal map highlights the fine surface irregularities and the distinctive hexagonal relief pattern providing pronounced depth and tactile realism that improves light interaction. Roughness values are calibrated to reflect the stone’s naturally uneven finish—balancing between matte and softly reflective—to simulate realistic light scattering and gentle specular highlights typical of weathered rock. The Metallic channel is minimal consistent with the non-metallic mineral nature of the stone while the Ambient Occlusion map accentuates crevices and indentations between hexagonal segments to enhance depth and shadow contrast. Height and Displacement maps supply accurate elevation details that enhance parallax and tessellation effects emphasizing the layered structure and worn edges characteristic of cliff floor paths.

Engineered for seamless integration with leading 3D applications such as Blender Unreal Engine and Unity this texture supports both real-time and offline physically based rendering workflows. It is color-calibrated to ensure consistent response and gamma though users should verify settings to match their specific project color space. For optimal results designers are advised to carefully adjust the UV scale to minimize repetitive tiling patterns and fine-tune roughness parameters to achieve the desired reflectivity under diverse lighting conditions. This high-resolution realistic stone ground texture is an excellent choice for designers seeking to enrich architectural visualizations game environments or digital scenes with authentic cliff floor surfaces that feature giant hexagonal stone formations combining geological accuracy with artistic sophistication.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.